Skull trap
bryn
Member Posts: 36
I do not find that the skull trap is all that sensitive. I have often lay one by a doorway see monsters walk past it without setting it off.
6
Comments
@Debaser: Fireball caps at 10d6 on tenth level, which a wizard cannot reach during the game: Skull Trap only becomes stronger than Fireball in Baldur's Gate 2.
I do think that Fireball is much more immediate...also I think multiple casts of skull trap helps your odds to set one off causing a chain explosion, which again...adds up to more than one fireball with premeditation.
Course...you can spam fireball too if you have a couple casters, but cast times are a factor and the enemies can run away from where you cast towards you when the fight is underway.
Skull trap is not perfect and maybe needs a look, but when it goes off it's seriously powerful.
Ranges. The description says: range 20, area of effect 30. But in reality it comes like this: (throwing) range 30, triggering/area of effect: 20.
Damage. The description says: 1d6 per level - The good thing is that there is no cap. The damage is a magically created physical damage and there are few enemies resistant to pure magical damage, which is why people like to choose it over Fireball for low-level AoE damage.
You can use Protection from Magical Energy (lvl 6) e.g. to protect a front liner or two if you want to cast a few of these into a melee.. It can't be catched with stoneskin, but a mirror image could usually catch it (in 7/8 of cases with a fresh casting). The damage can be decreased with magic absorbing like with the Belt of Inertia and (as 3rd level spell) even a minor globe of invulnerability can totally avoid the effects.
Triggering. This is the most problematic thing about the spell. It seems to have a random triggering, which is influenced by the total time spent in the triggering area. One fast moving target will have much less chance to trigger it, than many static ones.
Comparison, conclusion. The fireball is capped at level 10
As a mage or a wild mage, why pick between them when you can learn both spells and then just pick the one that is more suited to the situation? Fireball for 99% of BG1 and skull trap for BG2/TOB.
and due to the ease at which Wands of fire can be acquired in both games, there's literally no reason to ever learn the spell. Yes it deals 4 less hit dice if you're 10+, but doesn't take up any spell slots...so..win.
99.7% of the time, Skull trap is superior...and here's the thing...Skull trap is not only superior to the 3rd level fireball, it's superior to DELAYED BLAST FIREBALL, a 7th level spell. Delayed blast has the same cast and wait property as Skull Trap, but only scales up to level 15, while Skull trap cruises right on past.
It would actually be interesting if they made it neutral and attackable...if there are enemies present when it lands, it explodes immediately, or if not, it becomes a neutral, immoveable creature you could shoot a ranged weapon or spell at to set it off once enemies were in range.
Except you're overlooking the ease of acquiring Wands of fire, that make learning and memorizing fireball a waste of a slot. You're better using slow, dispel, haste, or skull trap for those slots. I mean literally, you can get a 50 charge wand of fire, for free, immediately after leaving Candlekeep. When you can then use to laughably blast your way through every encounter all the way through chapter 4 before the charges start getting low, at which point you could buy an extra from that merchant at the beginning of Durlag's Tower zone, to see you through the rest of the game.
The difference is typically better range and better area of effect for fireball versus 10-15% save advantage for skull trap. Still weighs towards fireball primarily for the range (significantly easier to place strategically), IMO, but I think reasonable minds can differ on this.
I still think Fireball is superior in the first Baldur's Gate, and most enemies I would use it against would die even if they did make their save.
Makes doing a solo Bard run a joke.
And there are still 2 traps not yet triggered despite my character dancing around them.
"Fission Slime - an off-shoot of the slimes and molds, this particular slime will split into new and independent creatures when hit. It is vulnerable to fire, which will kill it permanently." - Elminster's Ecologies: Appendix IIIa
Fucking.
Change.
Ever.
Yeah, just get rid of the best aspect of a spell Beamdog. Real cool guys.
Noob: How beat hard fight?
Pro: Just set like a million thief traps.
Noob: K.
Can't people think of ANYTHING else EVER?!?!?!?!
There are lots of ways up the mountain in BG. Massive amounts of traps are an overkill/easy approach for certain, but I see lots of people taking different approaches so I am not sure this is a huge problem for posters on this site. Personally, I like trying lots of different approaches and the posts on here reflect a pretty good range of approaches by posters on here.